No problem, I know how it feels when simple options in the interface provide a better experience... Now if only they improve the edge scrolling, and implement unit auto-cycling...
Xtropy
[quote quoting="post"] Add an option to disable camera auto-follow. [/quote] Have you tried deselecting this option?: I think, in Beta 2 (Pre-A), I deselected it and got the same behavior you said you are looking for.
[quote who="Nick-Danger" reply="7" id="2657290"] Quoting Xtropy, reply 6However, just in case you didn't know, this was also optional in Civ 4. In Civ 4 options select "No Unit Cycling" and it will not automatically focus on the next unit. Doh! lol at me[/quote] Heh, no problem, I'm just an options fiend. Which is why I am perfectly happy with the game works now, if that is what most people, including the devs, want. However, I'm just hoping th
[quote who="Nick-Danger" reply="7" id="2657290"] Quoting Xtropy, reply 6However, just in case you didn't know, this was also optional in Civ 4. In Civ 4 options select "No Unit Cycling" and it will not automatically focus on the next unit. Doh! lol at me[/quote] Heh, no problem, I'm just an options fiend. Which is why I am perfectly happy with the game works now, if that is what most people, including the devs, want. However, I'm just hoping th
[quote who="Nick-Danger" reply="7" id="2657290"] Quoting Xtropy, reply 6However, just in case you didn't know, this was also optional in Civ 4. In Civ 4 options select "No Unit Cycling" and it will not automatically focus on the next unit. Doh! lol at me[/quote] Heh, no problem, I'm just an options fiend. Which is why I am perfectly happy with the game works now, if that is what most people, including the devs, want. However, I'm just hoping th
I have the same two bugs reported in this thread: Epmode: "I invariably have an issue where I move the mouse to the right side of my monitor but the game scrolls to the lower right. Scrolling the screen left, top or bottom of the screen works properly." and Spicy Mike: "Scrolling was working for me, in fullscreen mode - but not in windowe
[quote who="Nick-Danger" reply="5" id="2657247"]Give us the choice to make 'next unit' automatic. One thing that bugs me about Civ4 is that it moves to the next unit (often across the map) when I still have things to do in the current area.[/quote] Agreed it should be totally optional! However, just in case you didn't know, this was also optional in Civ 4. In Civ 4 options select "No Unit Cycling" and it will not automatically focus on the next unit. <img s
[quote who="ddd888" reply="16" id="2657008"] next town is pretty useless but ok, cant hurt, but the actual tab is only slowing the game and pretty boring[/quote] Huh? How is a key to go to the next town that isn't doing anything anymore useless than next idle unit? I'd like to know if I've finished a building queue in one of my cities and forgotten about it, much the same way you want to be reminded of your units.
[quote who="Sareln" reply="14" id="2656983"] The actual end-turn button also changed colors and started flashing a soft red. That worked really really well.[/quote] I like that idea too. But I also want an easy way to focus on the unit/event/city that is holding up the end turn button!
[quote who="Mandelik" reply="11" id="2650901"] Quoting Xtropy, reply 4Perhaps a "next idle unit/city" button? There is. Go to Options then Keyboard. There are 3 keys for Next city , Next Unit and Next City/Unit (which is Tab)[/quote] I know what the tab key does. It doesn't select the next _idle_ city/unit. [quote who="markieness" reply="12" id="2656956"]The problem with tab is that it goes through all the units/towns wether the
I wouldn't mind this feature either. I'm sure it's something we'll see modded in if Stardock isn't interested in it.
I've suggested this feature in multiple threads. Frogboy makes mention of a HUD which will be enabled in subsequent betas, I wonder if this HUD will have this capability?
[quote who="Peace Phoenix" reply="4" id="2656285"]I maybe be wrong, but historically, aren't marriage made in royal/gouverning families for mainly political motives? Why it should be different in Elemental?[/quote] Absolutely. Though maybe occasionally, as a rare "event" within the game, a wedding or marriage proposal goes awry for some reason.
[quote who="Peace Phoenix" reply="4" id="2656285"] BTW, in a world that is slowly rebuilding, which NPC would refuse to be a King/Queen of a new realm that is shaping?[/quote] What about the children of the various sovereigns? Their children's childrens? I actually wasn't really thinking about the sovereign himself/herself. However it's probably just too early to tell about this type of feature.
I agree with your general idea, that some proposals should be refused, but I couldn't help but chuckle when I read this part of your post [quote quoting="post"] ....do a check of your Sovereign's charisma against the charisma of the person to marry. Make it less gamey. [/quote] Doing charisma checks to determine marriages sounds _extremely_ "gamey" to me!
I've been clamoring for this feature for a while! Also wouldn't mind this feature extended to cities in some fashion too.
[quote who="_PawelS_" reply="9" id="2655811"] If it's really beta 2, they can't be custom - "In beta 2, you cannot create your own faction."[/quote] Maybe it's not "really" beta 2, but an internal build at Stardock. The names certainly sound like they came from Stardock's random name generator.
[quote]SUGGESTION: Use the LEFT mouse button (press it down) to grab the map and move it around rather than using edge scrolling.[/quote] Seems since GalCiv2 edge scrolling in Stardock's TBS games (That is, GC2 and now Elemental) hasn't been as nice as it could be. For some reason in GalCiv2 even when I turned edge scrolling sensitivity all the way up it was still pretty slow. Don't have the same problem in Elemental, but I have noticed some other issues, for example, the
[quote who="Tridus" reply="9" id="2655657"] Will there be enough improvements that you still have to make choices between what you want at the high end, or is there enough space to just throw down everything?[/quote] I must echo this question because that was the first thing I wondered. I remember reading previews to GalCiv2 (PC) that stated the reason for going with the building system you did (ie: fixed number of workable tiles to place buildings on) was that you wanted t
I guess I haven't paid close enough attention, I'll fire up the game when I get home and look for these non-wasteland deserts. EDIT: I clicked on the link to Frogboy's 2A city and I did notice the desert tile, and yes I do remember seeing these in the game. I think I simply didn't remember them was because the fact that a tile is grassland or desert doesn't make much of a difference in city building
[quote who="Bellack" reply="202" id="2655368"] Not to mention that without Gardens maps with deserts and such will be non-exixtant due to everyone trying to build maps that are 'balanced.' No desert empires or mountain empires etc. Gardens should be in the game. There drawback as is mentioned in this thread would be less space for other buildings but that seems ok to me since without other nearby food sources you would have to concentrate on producing food. <b
[quote who="Annatar11" reply="2" id="2655513"]There used to be a screen popup every turn in Beta 1 that listed everything that was built, but I guess people found it pretty annoying - and I know Stardock is trying to get away from doing popups for everything.[/quote] The option for this turn report still exists in Beta 2.... it just doesn't do anything. I wonder if they are still planning to re-introduce the turn report at some point? Perhaps modified from its previous for
I would suggest a couple things: - A next idle unit/next unanswered event button. This could be hotkeyed to 'n' or '>' etc. (it could even be the default action of the "next turn" key, and the game would prevent you from going to the next turn without going through your events/units first--this could be turned off in settings), and upon pushing it the game would center upon the next unit that isn't doing anything, like a champion you sent out exploring who reached the destina
[quote who="klaxton499" reply="21" id="2655121"]@Xtropy To me the choice is enhance an existing building or build something new. The adjacent addon should occupy a tile.[/quote] Right, but the choice to enhance an existing structure or build something new has nothing to do with adjacency. This "choice" exists whether or not an "officer's quarters" is built on the other side of the city or directly adjacent. I'm asking about the point of adjac
[quote who="Tridus" reply="17" id="2655039"] Have the command post, then the barracks next to the command post (and the theoretical officers quarters next to the barracks)? Or would that just annoy people with housing placement around them?[/quote] My only concern with something like this, as I said in one of the other half-dozen threads on this same topic, is whether there is ever going to be a time when you are _not_ going to want to take advantage of this adjacency. If y